﻿/*--------------------------------------------------------------------\
|       _____ _                      __  __ _    _  _____ _    _      |
|      / ____| |                    |  \/  | |  | |/ ____| |  | |     |
|     | (___ | |__   __ _ _ __ _ __ | \  / | |  | | (___ | |__| |     |
|      \___ \| '_ \ / _` | '__| '_ \| |\/| | |  | |\___ \|  __  |     |
|      ____) | | | | (_| | |  | |_) | |  | | |__| |____) | |  | |     |
|     |_____/|_| |_|\__,_|_|  | .__/|_|  |_|\____/|_____/|_|  |_|     |
|                             | |                                     |
|                             |_| Copyright(C) Shawn Sagady 2010      |
|=-------------------------------------------------------------------=|
|   Please reference the CREDITS.TXT file for license and credits.    |
\--------------------------------------------------------------------*/

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

namespace SharpMUSH
{
    public static class CommandParser
    {
        public static void Parse(Connection conn, string line)
        {
            // Do command parsing here and pass everything of to the appropriate systems.
            
            // Check to see if a player is assigned to an object.  If not
            // The connection still needs to authenticate.


            // If player is assigned check for leading tokens to help narrow down our command
            // search.

            // If it is not a tokenized command we should check for hard coded globals and chat
            // commands.


            // Lets look in the global room for objects with commands that might match.


            // Check the player and objects in/around him for commands.


            // Let the player know we don't recognize the command.
        }
    }
}
